Welcome back to our three-part discussion of how video game composers (such as ourselves) can make strategy gamers smarter! In these articles, we’re looking at ways in which our music can enhance concentration and tactical decision-making for players engrossed in strategic gameplay. Along the way, I’ve been sharing my personal experiences as the composer for the Dragon Front strategy game for virtual reality. Over the course of these articles we’ll be covering three of the top concepts that pertain to the relationship between music and concentration. In part one, we discussed the concept of ‘music-message congruency,’ so if you haven’t read that article yet, please go check it out and then come back.
Are you back now? Good! Let’s move on to the second big technique for increasing the smarts of strategy gamers!
As video game composers, we create music in a wide variety of tempos designed to support the energy of play and the pacing of the game’s overall design. From leisurely tracks that accompany unstructured exploration to frenetic pieces that support the most high-stakes combat, our music is planned with expert precision to shape the excitement level of players and keep them motivated as they progress.
Can video game composers make you smarter? Well, video gaming can be a pretty cerebral activity, requiring astute problem-solving skills and disciplined concentration in order to excel. That’s especially true for any game built around strategic and/or tactical gameplay, such as real-time or turn-based strategy, tactical shooters, multiplayer online battle arenas (MOBAs), and online collectible card strategy games. To succeed in these types of games, players must assess the current situation and formulate a plan that accounts for future developments and variables. Without this type of tactical forward-thinking gameplay, a gamer has little chance to win. So, can music enable gamers to think tactically, stay focused and make smart decisions? Over the next three articles, I’ll try to answer that question, while exploring the role of music in enhancing the concentration of strategic/tactical gamers.
Along the way, we’ll be taking a look at some scholarly research on the subject, consulting the opinions of experts, and I’ll be sharing my experiences creating the music for the recently released Dragon Front strategy game from High Voltage software. We’ll check out some music tracks I composed for the popular Dragon Front game (pictured at the top of this article), and we’ll discuss methods for supporting and enhancing concentration for strategic/tactical game players. But first, let’s take a closer look at the Dragon Front game.
My work as a video game composer has lately included some projects for virtual reality games (more info on that in the coming months), and as a result I’ve been thinking a lot about the awesome potential of VR, and have also been writing lots of articles on the subject. Earlier this month I began a two-part article that focuses on the experience of the end user, and the gear with which they’ll be enjoying our video game music and audio content (you can read part one here). So, let’s now continue our discussion about the new generation of headphones designed specifically for VR!
In this article, we’ll be discussing two headphone models:
Plantronics RIG 4VR
So let’s get underway!
Entrim 4D headphones
This March at the famous SXSW convention in Austin, Samsung showed off a piece of experimental technology promising to bring a new dimension of immersion to virtual reality. It’s designed specifically to complement their popular Samsung Gear VR device, and it works by virtue of electrodes that send electrical signals right into the wearer’s head! As if virtual reality itself weren’t futuristic enough, now we’re talking about a device that zaps us to make the VR feel more real! It’s called Entrim 4D (pictured right). We’re talking about it here because (among other things) Entrim 4D is a pair of audio headphones built specifically for VR.
In this article I’d like to turn our attention towards the experience of the end user, and specifically, the primary interface with which users will be enjoying our audio content. So, let’s talk about headphones! More specifically, let’s talk about the newest incarnation of this device… headphones built specifically for VR!
This will be a two-part article (since there’s a lot of ground to cover!) In part one, we’ll be discussing these two headphone models:
A successful career as a video game composer involves much more than our day-to-day challenges in our music studios. In addition to our role as music experts, we need to be well-rounded business people and great members of a creative team. As a speaker in the audio track of the Game Developers Conference this year, I had a chance to take in a wide variety of GDC sessions, and I noticed how often teamwork was discussed. Along the way, a common idea emerged from many of these talks — good communication is key. This is a concept that I explored in my book (A Composer’s Guide to Game Music), so I was delighted to see a further discussion of the issue at GDC this year. Far from just a valuable personality asset, the ability to communicate well must be considered a top priority: as intrinsically valuable as rock-solid competency, awesome artistry or compelling vision. Good communication amongst team members can make or break the development of a game. As game audio pros, we share this in common with our coworkers in other segments of the game development community. However, it becomes especially important for us to focus and emphasize good communication when we’re working remotely as independent contractors. With that in mind, I thought I’d use this article to briefly highlight some GDC 2016 sessions in the game audio track that discussed this popular topic, so we can think about more ways to enhance and improve our communication skills. And later we’ll discuss a practical example from my work on the music of the SimAnimals game from Electronic Arts.
As a speaker in the audio track of the Game Developers Conference this year, I enjoyed taking in a number of GDC audio sessions — including a couple of presentations that focused on the future of interactive music in games. I’ve explored this topic before at length in my book (A Composer’s Guide to Game Music), and it was great to see that the game audio community continues to push the boundaries and innovate in this area! Interactive music is a worthwhile subject for discussion, and will undoubtedly be increasingly important in the future as dynamic music systems become more prevalent in game projects. With that in mind, in this blog I’d like to share my personal takeaway from two sessions that described very different approaches to musical interactivity. After that, we’ll discuss one of my experiences with interactive music for the video game Spore Hero from Electronic Arts (pictured above).
Baldursson began the presentation by explaining why an intelligent music system for games can be a necessity. “We basically want an intelligent music system because we can’t (or maybe shouldn’t really) precompose all of the elements,” Baldursson explains. He describes the conundrum of creating a musical score for a game whose story is still fluid and changeable, and then asserts, “I think we should find ways of making this better.”
In this week’s blog, I’d like to explore the role that comedy can play in a video game, and how we as game composers can use some of the techniques from comedic sound design to our best advantage. Along the way, we’ll be looking at an interesting essay article by pop culture critic Christopher Gates, a presentation by game sound designer Luca Fusi at the December 2015 Vancouver Sound Design Meetup, and an interview with film sound designer Chris Scarabosio.
I’ll also be sharing some of my experiences applying comedic sound design techniques during music composition for the video game The Maw – an award-winning and very funny gamethat was developed by Twisted Pixel Games. To the left, you can see that I’m working hard to give The Maw its proper dose of comedic wackiness… but more on that later.
First, let’s get a broad perspective on the role of comedy in gaming.